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Journal of Humanities, Arts and Social Science

ISSN Online: 2576-0548 Downloads: 830788 Total View: 5426861
Frequency: monthly ISSN Print: 2576-0556 CODEN: JHASAY
Email: jhass@hillpublisher.com
Article Open Access http://dx.doi.org/10.26855/jhass.2023.01.025

Analysis on the Motivation of Live Game Streaming Audience—Taking League of Legends Live Streaming as an Example

Wendi Wu

University of Sheffield, S10 2TN, Sheffield, UK.

*Corresponding author: Wendi Wu

Published: February 9,2023

Abstract

This research would take audiences of live game streaming as subjects of the study. Besides real-life research, the paper uses the "Uses and Gratifications" theory to obtain these audiences' motivation and their behavior on live game streaming. Users' demand generates motivation. Through in-depth interviews, the paper summarizes five significant motivations for audiences to watch online game streaming: the pursuit of presence, entertainment and recreation, communication and seeking identification, improving game skills, and pursuing stars. Game live-streaming can effectively satisfy its audience regarding decompression, emotional, social, and personal integration needs. For two different types of live-streaming audiences, the apparent difference between them lies in the level of cognitive needs. For example, game players tend to focus more on the game itself and improve their understanding of the game by watching the live broadcast. On the contrary, non-players will focus more on anchors themselves to satisfy their curiosity about the unknown content.

References

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How to cite this paper

Analysis on the Motivation of Live Game Streaming Audience—Taking League of Legends Live Streaming as an Example

How to cite this paper: Wendi Wu. (2023) Analysis on the Motivation of Live Game Streaming Audience—Taking League of Legends Live Streaming as an Example. Journal of Humanities, Arts and Social Science7(1), 179-182.

DOI: http://dx.doi.org/10.26855/jhass.2023.01.025